﻿#if UNITY_EDITOR
using System;
using UnityEngine;
/// <summary>
/// ToolTip追加属性
/// </summary>
[AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
public class TooltipAppendAttribute : PropertyAttribute
{
    /// <summary>
    /// 追加Tooltip属性的名称
    /// </summary>
    public string tooltipAppendFieldName { get; private set; }
    /// <summary>
    /// 比较值
    /// </summary>
    public object compareValue { get; private set; }
    /// <summary>
    /// Tooltip
    /// </summary>
    public string tooltip { get; private set; }
    /// <summary>
    /// 构造函数
    /// </summary>
    /// <param name="_tooltipAppendFieldName">追加Tooltip属性的名称</param>
    /// <param name="_compareValue">比较值</param>
    /// <param name="_tooltip">Tooltip</param>
    public TooltipAppendAttribute(string _tooltipAppendFieldName,object _compareValue,string _tooltip)
    {
        tooltipAppendFieldName = _tooltipAppendFieldName;
        compareValue = _compareValue;
        tooltip = _tooltip;
    }
}
#endif
